/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.actor.knownlist;

import java.util.Collection;
import java.util.Iterator;
import java.util.Map;

import javolution.util.FastMap;
import net.sf.l2j.gameserver.model.L2Object;
import net.sf.l2j.gameserver.model.L2WorldRegion;
import net.sf.l2j.gameserver.model.actor.L2Character;
import net.sf.l2j.gameserver.model.actor.L2Playable;
import net.sf.l2j.gameserver.util.Util;

public class ObjectKnownList
{
    private L2Object _activeObject;
    private Map<Integer, L2Object> _knownObjects;
    
    public ObjectKnownList(L2Object activeObject)
    {
        _activeObject = activeObject;
    }
    
    public boolean addKnownObject(L2Object object)
    {
        if (object == null) 
        	return false;

		// Check if already know object
		if (knowsObject(object))
			return false;

		// Check if object is not inside distance to watch object
		if (!Util.checkIfInShortRadius(getDistanceToWatchObject(object), getActiveObject(), object, true))
			return false;

        return (getKnownObjects().put(object.getObjectId(), object) == null);
    }

    public final boolean knowsObject(L2Object object) 
    { 
		if (object == null)
			return false;
		
    	return getActiveObject() == object || getKnownObjects().containsKey(object.getObjectId()); 
    }

    /** Remove all L2Object from _knownObjects */
    public void removeAllKnownObjects() 
    { 
    	getKnownObjects().clear(); 
    }

	public final boolean removeKnownObject(L2Object object)
	{
		return removeKnownObject(object, false);
	}

	protected boolean removeKnownObject(L2Object object, boolean forget)
	{
		if (object == null)
			return false;
		
		if (forget) // on forget objects removed from list by iterator
			return true;
		
		return (getKnownObjects().remove(object.getObjectId()) != null);
	}
	
	// used only in Config.MOVE_BASED_KNOWNLIST and does not support guards seeing moving monsters
	public final void findObjects()
	{
		final L2WorldRegion region = getActiveObject().getWorldRegion();
		if (region == null)
			return;
		
		if (getActiveObject() instanceof L2Playable)
		{
			// offer members of this and surrounding regions
			for (L2WorldRegion regi : region.getSurroundingRegions())
			{
				Collection<L2Object> vObj = regi.getVisibleObjects().values();
				for (L2Object _object : vObj)
				{
					if (_object != getActiveObject())
					{
						addKnownObject(_object);
						if (_object instanceof L2Character)
							_object.getKnownList().addKnownObject(getActiveObject());
					}
				}
			}
		}
		else if (getActiveObject() instanceof L2Character)
		{
			// offer members of this and surrounding regions
			for (L2WorldRegion regi : region.getSurroundingRegions())
			{
				if (regi.isActive())
				{
					Collection<L2Playable> vPls = regi.getVisiblePlayable().values();
					for (L2Object _object : vPls)
						if (_object != getActiveObject())
							addKnownObject(_object);
				}
			}
		}
	}
	
	// Remove invisible and too far L2Object from _knowObject and if necessary from _knownPlayers of the L2Character
	public void forgetObjects(boolean fullCheck)
    {
    	// Go through knownObjects
		final Collection<L2Object> objs = getKnownObjects().values();
		final Iterator<L2Object> oIter = objs.iterator();
		L2Object object;
		
		while (oIter.hasNext())
		{
			object = oIter.next();
			if (object == null)
			{
				oIter.remove();
				continue;
			}
			
			if (!fullCheck && !(object instanceof L2Playable))
				continue;
			
			// Remove all objects invisible or too far
			if (!object.isVisible() || !Util.checkIfInShortRadius(getDistanceToForgetObject(object), getActiveObject(), object, true))
			{
				oIter.remove();
				removeKnownObject(object, true);
			}
		}
    }

    // =========================================================
    // Property - Public
    public L2Object getActiveObject()
    {
        return _activeObject;
    }

    public int getDistanceToForgetObject(L2Object object) 
    { 
    	return 0; 
    }

    public int getDistanceToWatchObject(L2Object object) 
    { 
    	return 0; 
    }

	/** Return the _knownObjects containing all L2Object known by the L2Character. */
	public final Map<Integer, L2Object> getKnownObjects()
	{
		if (_knownObjects == null)
			_knownObjects = new FastMap<Integer, L2Object>().shared();
		return _knownObjects;
	}
}